Every Fallout 76 mutation, and what they all do

Radiation can benefit your stats in fun ways, but there's always a price to pay. Here are the pros and cons of mutation.

Radiation isn't all bad in Fallout 76: it can make your DNA more interesting by causing you to mutate. While Fallout 76 mutations may give some of your stats a few benefits, it will also penalize others. In the video above (also on YouTube), I contract the marsupial mutation, which lets me jump much higher but also makes me dumber, like some sort of stupid, heavily-armed kangaroo.

Mutations will occur randomly. When you're exposed to radiation via proximity, eating and drinking, or combat, there's a 5% chance you'll mutate for every 5 HP irradiated. Mutations will remain with you even if you die and respawn. You can also obtain mutation serums from a vendor in Whitespring and from The Enclave's science division, though they're pretty pricey.

When you take RadAway, there's a chance it will cure your mutation in addition to removing rads from your system. There's also a Fallout 76 perk called Starched Genes, which can do two things depending on when you equip it: prevent you from mutating in the first place, or—if you have mutated already—prevent you from curing your current mutation via RadAway, which is useful if you've found a mutation you like and want to keep it. There's also a perk called Stranger in Number, which increase the positive aspects of your mutation by 25% if you have a mutated teammate.

Here's every Fallout 76 mutation, and their pros and cons:

Chameleon
Pro: Grants invisibility...Con: ...as long as you don't have a weapon equipped, and don't move